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My map isn’t heavily distorted to fit too many kind of units. I am favour to add new units if only absolutely needed. But Italy and China have units with similar Mech stats to diversify their options.
I would prefer it simple but yeah we could consider new Shore Bombardment ideas
1. to be simple, instead of reducing to 1 its ok to just make it not fire at all
2. effects has to be 1st cycle only, naval ships should never excert power inland or through out the entire campaign
3. still has to be 1-to-1 with invading land force, defender wouldn’t over expose themselves nor send excessive forces down the beach
partial for attacker or defender?
I was thinking of both
when would you want to do a partial retreat anyway?
I would prefer it simple but yeah we could consider new Shore Bombardment ideas
1. to be simple, instead of reducing to 1 its ok to just make it not fire at all
2. effects has to be 1st cycle only, naval ships should never exert power inland or through out the entire campaign
Well in OOB the effects are permanent. The unit is destroyed. Under this it just has a reduced combat value of 1, so it can either latter retreat or get taken as combat loss, and the # rolled determines the type of unit thats effected. IN this manner the attacker is pinning down units of his choosing ( done randomly) going after the strong points.
New we add to this our previous rules that the defender fires first and the attacker is limited to the number of invading units = to IPC for the first round…. and i feel we modeled the invasion as well as possible given what we have to work with in this game.
3. still has to be 1-to-1 with invading land force, defender wouldn’t over expose themselves nor send excessive forces down the beach
ok 1:1, but it may be a two round affair, ( example: landing in Norway) and having 3 SB but only able to land 2 units on first round , with latter SB on 2nd round?
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partial for attacker or defender?
I was thinking of both
when would you want to do a partial retreat anyway?
yes definatly partial retreats for both sides as usual.
actually this supress rule may unrealistic
even all the naval support at normandy the landing wasn’t exactly easy was it? still plenty of losses
I think its because naval bombardment is during landing of friendly troops
once friendly troops start charging up the beach or hill naval bomardment STOP or else there’ll be horrible friendly fire
so bombardment does not exactly “suppress” the enemy while your troops walk all over them
I think we should stay with BB supporting infantry with a +1 like an artillery
ok 1:1, but it may be a two round affair, ( example: landing in Norway) and having 3 SB but only able to land 2 units on first round , with latter SB on 2nd round?
note its actually:
mountainous = IPC limit
small = limit of 2
so Norway = 3 land units first round
anyway I think there can’t be any SB effects in 2nd cycle
the beach battle is over
defender bonuses for example do not appear in 2nd cycle
partial for attacker or defender?
I was thinking of both
when would you want to do a partial retreat anyway?yes definatly partial retreats for both sides as usual.
confirming whether you understood me correctly…
I am saying lets remove partial retreat for both attacker and defender
its not obvious to me why you want to do a partial retreat
(as we no longer have any complex retreat without firing or capture-enemy-troops rules)
lets resume
still waiting for your response to my last post
summary:
1. I feel suppression is unrealistic and prefer bombardment to be supporting infantry with +1 instead
2. bombardment effects (in fact, all amphibious bonuses) would be first cycle only for realism and easier game execution
3. not obvious to me why the player would want to perfrom partial retreat, give me an example when you would do it
(refer to my previous post for my reasons)
actually this suppress rule may unrealistic
even all the naval support at Normandy the landing wasn’t exactly easy was it? still plenty of losses.I think its because naval bombardment is during landing of friendly troops
once friendly troops start charging up the beach or hill naval bomardment STOP or else there’ll be horrible friendly fireso bombardment does not exactly “suppress” the enemy while your troops walk all over them
I think we should stay with BB supporting infantry with a +1 like an artillery
The suppress idea applies to the first round SB only. What is going on is the defenders position is ruined and the hard points of his defense have been neutralized. The way to simulate this is to reduce his effectiveness and not add attack value to the attacker. So we reduce him to one and to overcome the fact that the defender will always choose infantry as his loss, we assign the roll of SB to determine which unit is suppressed, so now the defender has the decision if he thinks the battle will not go well be will allocate the reduced unit as a combat loss.
Also, we install the limit of landing units on the first round to the IPC value and give the defender the opportunity to fire his artillery and non-infantry after SB to simulate the advantage of the attackers resolve. Now both seem like a smooth system to balance out all the invasions each turn.
Id also add a new idea: For invasions we could bring back the old “co-exist rule” Which in this case simulates a bridgehead for the invasion. In doing this the attacker does not keep any IPC and is merely holding a small portion of the territory. the defender may have the opportunity to counter attack on his turn.
Example: US and UK land in france and establish a bridgehead with say 12 units. When they landed they could have decided to keep attacking until the defender was eliminated, but the odds were not in favor of success, so they decide to rest on what they have, which gives the German the opportunity for counter attack, except now the allies are defending ( which is some cases is a good thing).
If the Germans don’t push them off, the Allies can stay put or bring more forces to france and attack with a larger force. Note: that once they have a bridgehead they no longer get more SB.
Play this out and note how it looks more like D-Day and how that went.
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ok 1:1, but it may be a two round affair, ( example: landing in Norway) and having 3 SB but only able to land 2 units on first round , with latter SB on 2nd round?
note its actually:
mountainous = IPC limit
small = limit of 2so Norway = 3 land units first round
ok this is fine
anyway I think there can’t be any SB effects in 2nd cycle
the beach battle is over
defender bonuses for example do not appear in 2nd cycle
right
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partial for attacker or defender?
I was thinking of both
when would you want to do a partial retreat anyway?
yes definatly partial retreats for both sides as usual.confirming whether you understood me correctly…
I am saying lets remove partial retreat for both attacker and defender
its not obvious to me why you want to do a partial retreat
(as we no longer have any complex retreat without firing or capture-enemy-troops rules)
ok well how bout the Jeff rule from his world war two game?
Partial retreat allowed, if attacker rolls up and the remaining defenders are not sufficient, then additional hit allocations go against retreated units…
The suppress idea applies to the first round SB only. What is going on is the defenders position is ruined and the hard points of his defense have been neutralized. The way to simulate this is to reduce his effectiveness and not add attack value to the attacker.
but in the end both landartillery and naval artillery (shore bombardment) does the same thing
neutralise the hard points, soften the target
provided its supporting an advance, the attacker has a easier time
the basic axis and allies artillery +1 philosphy
So we reduce him to one and to overcome the fact that the defender will always choose infantry as his loss, we assign the roll of SB to determine which unit is suppressed, so now the defender has the decision if he thinks the battle will not go well be will allocate the reduced unit as a combat loss.
why would defender allocate the reduced unit (instead of infantry) as combat loss?
unless the suppressed unit is suppressed for 2nd, 3rd, 4th…eycles
in the end I feel the suppression rule is a little complex and not entirely realistic
Id also add a new idea: For invasions we could bring back the old “co-exist rule” Which in this case simulates a bridgehead for the invasion.
…
Play this out and note how it looks more like D-Day and how that went.
probably more suited to a different level of abstraction
like, would it make sense for the timeline of 6 months per turn?
note, the current plan isn’t to add further complexity to AARHE
we’ve been through adding and removing complexity previously
I kind of would only consider new rules if its a simpler way to do things (replaces a string of other rules)
ok well how bout the Jeff rule from his world war two game?
Partial retreat allowed, if attacker rolls up and the remaining defenders are not sufficient, then additional hit allocations go against retreated units…
I wasn’t talking about adding penalty to defender retreat
my question is the worthiness of a partial retreat rule
is there a need for it?
what situation would you want to perform a partial retreat?
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The suppress idea applies to the first round SB only. What is going on is the defenders position is ruined and the hard points of his defense have been neutralized. The way to simulate this is to reduce his effectiveness and not add attack value to the attacker.but in the end both land artillery and naval artillery (shore bombardment) does the same thing
neutralize the hard points, soften the target
no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship, but the unit can be reduced in effectiveness and i feel this is a good model. And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.
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So we reduce him to one and to overcome the fact that the defender will always choose infantry as his loss, we assign the roll of SB to determine which unit is suppressed, so now the defender has the decision if he thinks the battle will not go well be will allocate the reduced unit as a combat loss.
why would defender allocate the reduced unit (instead of infantry) as combat loss?
unless the suppressed unit is suppressed for 2nd, 3rd, 4th…eycles
Because the invasion may be very close to winning and the defender might want to take out the suppressed unit as combat loss in order to inflict maximum loses and deny losing the battle. The choice is tough, because the unit suppressed may be a tank and these cost more than infantry.
in the end I feel the suppression rule is a little complex and not entirely realistic
did you play it? Its as simple as any rule from OOB.
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Id also add a new idea: For invasions we could bring back the old “co-exist rule” Which in this case simulates a bridgehead for the invasion.
…
Play this out and note how it looks more like D-Day and how that went.
probably more suited to a different level of abstraction
like, would it make sense for the timeline of 6 months per turn?
yes thats right, but just looking at the problem with some territories that are very large like france. The rule could solve the idea that the allies keep taking the money, then get pushed off when its Germany’s turn, and then they keep coming back. Play it out. This may solve the constant invasion problem. Id like the allies to come ashore and really mean business and hold france, rather than get pushed off each turn and basically be regulated to nuisance raids.
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ok well how bout the Jeff rule from his world war two game?
Partial retreat allowed, if attacker rolls up and the remaining defenders are not sufficient, then additional hit allocations go against retreated units…
I wasn’t talking about adding penalty to defender retreat
my question is the worthiness of a partial retreat rule
This goes back to the idea of allowing either side to protect its better units from counterattack. for the defender the trade off is they may face retreating fire.
is there a need for it?
what situation would you want to perform a partial retreat?
The defender may have 5 tanks and 2 infantry and the attacker has 6 infantry and 4 tanks. The defender retreats his tanks and the attacker only gets 3 hits on the first round. That saves most of the tanks and its realistic.
If we only allow full retreats the defender gets to fire for free with all his units and retreat, because retreat allocations are announced at the end of battles.
I propose they are announced at the start of the round and retreating units allocated for retreat do not fire. Play it out and see.
I would like to reiterate that we were supposed to keep it simple and produce AARHE 4.1
removal of certain rules and simplifications was the focus
introduction of new rules was not sought after, it would be counter productive to the removal and simplifications we made earlier
no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship
yes , this is why I sugguest shore bombardment to be +1 to infantry instead of OOB’s shore bombardment where the ship gets to roll a combat die
but the unit can be reduced in effectiveness and i feel this is a good model.
I see what you mean but as mentioned I feel the reality is that you can’t just keep shelling the area once friendly troops are in the area
the suppression rule just feels too powerful to me, I much prefer them supporting the attacking land units
we might be simply over doing al this amphibious assault bonus for defender and attacker
maybe it would make sense to not have this suppression and also not let defending non-infantry land units fire in opening-fire
(my worry is that powerful bonuses is not realistic as the beach fighting is overly emphasised while in reality most fighting is the inland battle afterwards…your territory-IPC-based amphibious landing limit already adds the amphibious favour to the land combat)
And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.
we’ll worry about that in future version when we reintroduce optional units
why would defender allocate the reduced unit (instead of infantry) as combat loss?
unless the suppressed unit is suppressed for 2nd, 3rd, 4th…eyclesBecause the invasion may be very close to winning and the defender might want to take out the suppressed unit as combat loss in order to inflict maximum loses and deny losing the battle.
hm….
the defending unit allocated as casualty still gets to return fire
unless it was opening-fire
but the only attacker opening-fire for OOB style shore bombardment, which is no more and replaced by my +1 to infantry rule or your suppression rule
The defender may have 5 tanks and 2 infantry and the attacker has 6 infantry and 4 tanks. The defender retreats his tanks and the attacker only gets 3 hits on the first round. That saves most of the tanks and its realistic.
um…yeah thats if we go and add a new rule for the parting shot idea
If we only allow full retreats the defender gets to fire for free with all his units and retreat, because retreat allocations are announced at the end of battles.
well…if we have a parting shot rule it would apply all the time…no reason to let full retreat be exempt
I propose they are announced at the start of the round and retreating units allocated for retreat do not fire. Play it out and see.
yeah I saw that…all that you said sounds better if yet another rule (declare retreat being combat die) is added
I think the reason why in axis and allies you don’t declare retreat at the beginning of the cycle is the time frame
it would be stupid when one side performed well in the cycle but retreats at the end of the cycle because that side declared retreat before the dice rolling
and this would be funny for a turn that represents months
I would like to reiterate that we were supposed to keep it simple and produce AARHE 4.1
removal of certain rules and simplifications was the focus
introduction of new rules was not sought after, it would be counter productive to the removal and simplifications we made earlier.
yes that is true
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no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship
yes , this is why I sugguest shore bombardment to be +1 to infantry instead of OOB’s shore bombardment where the ship gets to roll a combat die
+1 is not enough juice to make it worthwhile. The design had it more strong in effect and our solution needs to be something only more realistic, but have a decent weight of effect. +1 one round is nothing
we might be simply over doing al this amphibious assault bonus for defender and attacker
maybe it would make sense to not have this suppression and also not let defending non-infantry land units fire in opening-fire
well we need something with flavor. Let just artillery get preemptive return fire, and limit invasion by IPC each round and leave the SB as per OOB.
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And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.
we’ll worry about that in future version when we reintroduce optional units
ok fine.
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why would defender allocate the reduced unit (instead of infantry) as combat loss?
unless the suppressed unit is suppressed for 2nd, 3rd, 4th…eycles
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Because the invasion may be very close to winning and the defender might want to take out the suppressed unit as combat loss in order to inflict maximum loses and deny losing the battle.
hm…
the defending unit allocated as casualty still gets to return fire
it returns fire at its reduced combat value. thats the difference.
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If we only allow full retreats the defender gets to fire for free with all his units and retreat, because retreat allocations are announced at the end of battles.
well…if we have a parting shot rule it would apply all the time…no reason to let full retreat be exempt
the new idea is retreat is announced before the start of combat. Retreat declarations do not fire. Extra hits go against retreating units. that solves it.
I think the reason why in axis and allies you don’t declare retreat at the beginning of the cycle is the time frame
it would be stupid when one side performed well in the cycle but retreats at the end of the cycle because that side declared retreat before the dice rolling
and this would be funny for a turn that represents months
In the war game it works very well.
@Imperious:
no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship, but the unit can be reduced in effectiveness and i feel this is a good model. And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.
I like this idea - I don’t know if you have played The Napoleonic Wars, Wellington, or Kutuzov by GMT games - but their combat system is one dice per unit - or three dice per ship - and each ‘6’ is a kill, and each ‘5’ is a disrupt - which means in the next round of combat those units don’t get to fire.
So, the idea that naval bombardment hits ‘supress’ enemy units is pretty cool - and something I’m going to house rule. I also like where you are going with artillery discussions… do you use them for a preliminary bombardment to ‘supress’ enemy untits or save them for combat to kill - knowing that killed units fire back, but supressed units (whilst they will survive) will not get to fire - and may be killed by other attacking units.
Have no idea how that will work without testing - but there have been some really interesting ideas thrown about on the board.
I’ve been busy and will be for some time
also, this phase of AARHE can’t progress if we keep getting side tracked
or maybe our goals are too different
maybe you don’t see my passion for making a palatable AARHE (for the possbility of making AARHE more relevant)
@Imperious:
well we need something with flavor. Let just artillery get preemptive return fire, and limit invasion by IPC each round and leave the SB as per OOB.
well OOB SB is too juicy, its god-like
don’t mind the high value of 4 for battleship nor make destroyer SB standard
its the preemptive fire and lack of 1-to-1 thats crazy
hate to see combats decided mostly by shore bombardment
the new idea is retreat is announced before the start of combat. Retreat declarations do not fire. Extra hits go against retreating units. that solves it.
In the war game it works very well.
better if there was a simpler way
ideally one or two sentences, a modification to existing rules rather than a rewrite of the sequence
anyway all that talk branched from partial retreat
Quote from: Imperious Leader on April 30, 2009, 08:42:29 pm
well we need something with flavor. Let just artillery get preemptive return fire, and limit invasion by IPC each round and leave the SB as per OOB.
well OOB SB is too juicy, its god-like
ok lets do that make it so.
don’t mind the high value of 4 for battleship nor make destroyer SB standard
its the preemptive fire and lack of 1-to-1 thats crazy
hate to see combats decided mostly by shore bombardment
ok keep it as it is then.
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the new idea is retreat is announced before the start of combat. Retreat declarations do not fire. Extra hits go against retreating units. that solves it.
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In the war game it works very well.
better if there was a simpler way
ideally one or two sentences, a modification to existing rules rather than a rewrite of the sequence
what wrong with: Retreats are announced before the start of combat. Units that have made retreat declarations do not fire. Extra hits go against retreating units.
Does this work for global or spring 42?
No it is for AAR
Hey Guys, we enjoyed your rule files, we did even print this great AARHE Map. Very Helpful and much more interessting then the orignal rules, but it seems the rulemaking died somewhere in 2009.
The last rulefile i got is from march 2009.
Is there some progress? I could help with some clarifications (we stumbled on a few things)
Greetings and thanks
Nothing “died” we just finished….
http://www.axisandallies.org/forums/index.php?topic=7188.0
this contain links to all files.
Hello Imperious Leader,
we are playing with 4.0 draft.
There are some experimental rules on the cometo server, wich aren´t quite finished.
Here are my rule questions:
1.Anti-Air:
It´s very weak, there is only a 1/36 Chance of actually destroying a plane and 1/18 of forcing them to retreat.
2.Advanced Radar:
Could you explain the advanced radar? The search die is still hitting at 1, but the hit die kills on 1-2 and forces retreat on 3-6? Or is also the search die hitting at 1-2?
3. Anti Air Naval:
The Boats don´t have to roll a search die, so one cruiser kills a plane with 3/6 Chance.
Why they dont have to roll a search die first?
4.Cruiser
The Cruiser is the best ship to build and a bit overpowered, it takes one round to build, can take two hits, is great in anti air, can find subs. Why should i buy a battle ship, wich “only” fires first, bad anti air, bad asw?
5. Air Mission: Counter Air
So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.
6.Air Mission: SBR vs Night Bombing:
Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
So the night bombing should ONLY reduce IPCs.
7.National Advantages:
I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
Are they play tested really well?
8. Do you play with bidding for sides?
My impression is, that the axis is a little underpowered.
9. Where can i find the TripleA Map for AARHE? Can i contribute?
I love these rules and you did a great work getting them done!
1.Anti-Air:
It�s very weak, there is only a 1/36 Chance of actually destroying a plane and 1/18 of forcing them to retreat.
But that was the Historical result, also these are built in as “Infrastructure Defense”, which cost nothing. We didn’t want a game where people lost planes at that rate.
2.Advanced Radar:
Could you explain the advanced radar? The search die is still hitting at 1, but the hit die kills on 1-2 and forces retreat on 3-6? Or is also the search die hitting at 1-2?
First you must target the plane with search roll. The kill rate is higher and retreats are another way of saying “damaged plane mission aborted”
3. Anti Air Naval:
The Boats don�t have to roll a search die, so one cruiser kills a plane with 3/6 Chance.
Why they dont have to roll a search die first?
Because they are under attack at lower elevations and the “search” is pretty much automatic. In naval combat the ranges are very close, while strategic bombing the elevation is very high from target.
4.Cruiser
The Cruiser is the best ship to build and a bit overpowered, it takes one round to build, can take two hits, is great in anti air, can find subs. Why should i buy a battle ship, wich “only” fires first, bad anti air, bad asw?
The battleships have a compensatory advantage which is ability to fire first, kill target and target cant fire back. I would trade that for anything a cruiser can do.
5. Air Mission: Counter Air
So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.
But you are killing enemy planes, which you could not have been able to kill before and without fighting the land units the DAS flew from.
6.Air Mission: SBR vs Night Bombing:
Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
So the night bombing should ONLY reduce IPCs.
In both situations ID defense is still rolled and remember damage is 1/2 rate
7.National Advantages:
I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
Are they play tested really well?
You talking about the “Siberian army”?
8. Do you play with bidding for sides?
My impression is, that the axis is a little underpowered.
_Bidding is established in the rules due to different skill levels.
Sorry no battlemap or Triple A module exists for AARHE_
Hello Imperious Leader,
5. Air Mission: Counter Air
So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.
But you are killing enemy planes, which you could not have been able to kill before and without fighting the land units the DAS flew from.
But I could kill them in a normal attack, as i read it, no unit can fire back at the planes, except ID´s and other planes, so the land units dont fire. So i´m allowed to do one combat cycle with my planes only, after that i have to pull back, because there are no attacking land units. So this would be a legal and normal attack. See Page 9: Land Combat: Retreat Decision
At the end of a land combat cycle, if only one side has land units the other side must retreat.
6.Air Mission: SBR vs Night Bombing:
Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
So the night bombing should ONLY reduce IPCs.
In both situations ID defense is still rolled and remember damage is 1/2 rate
Draft 4.0 says nothing about it: Page 13 Night Bombing
Only Bomber may perform this. Identical to SBR except Infrastructure Defense do not fire against them
and no aerial combat occurs. Each Bomber may only choose to reduce unit production capacity. So there is no countering at all, and there is nothing about the half rate
7.National Advantages:
I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
Are they play tested really well?
You talking about the “Siberian army”?
Well you are right, its not this drastic as i thought: 5.Conscripts; 10.Red Guard; 12. Soviet Militia (whats happening if he doesnt have the money next turn?)
5. Air Mission: Counter Air
So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.
It is an opportunity to bring greater force and take out expensive planes of the enemy. You may not do it, but in some cases it is to your advantage to weaken the enemy air force providing your air force is stronger. Sometimes, you want to protect land units from attacks.
But I could kill them in a normal attack, as i read it, no unit can fire back at the planes, except ID�s and other planes, so the land units dont fire. So i�m allowed to do one combat cycle with my planes only, after that i have to pull back, because there are no attacking land units. So this would be a legal and normal attack. See Page 9: Land Combat: Retreat Decision
At the end of a land combat cycle, if only one side has land units the other side must retreat.
I have to look into this, it has been few years since last we played.
6.Air Mission: SBR vs Night Bombing:
Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
So the night bombing should ONLY reduce IPCs.
In both situations ID defense is still rolled and remember damage is 1/2 rate
Draft 4.0 says nothing about it: Page 13 Night Bombing
Only Bomber may perform this. Identical to SBR except Infrastructure Defense do not fire against them
and no aerial combat occurs. Each Bomber may only choose to reduce unit production capacity. So there is no countering at all, and there is nothing about the half rate
NO it is 1/2 rate. I will find it. Night Bombing is a trade off. If you have no escorts you can still bomb, but at 1/2 rate.
7.National Advantages:
I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
Are they play tested really well?You talking about the “Siberian army”?
Well you are right, its not this drastic as i thought: 5.Conscripts; 10.Red Guard; 12. Soviet Militia (whats happening if he doesnt have the money next turn?)
If he cant build new units then he is stuck. If the NA offers free units or ‘conversions’ without cost, he can have those units regardless of production capability.